Though this outline is still incomplete I and some players have been able
to "fill in the details" as we go in some areas the resulting notes have yet
to be transcribed; in many cases spelljamming rules esp from WCC are assumed
to be in force unless overridden here.
Contents
1. Universe ... how star-trek and SJ mesh
2. Federation Ships
B. Powersystems Descriptions
C. Ship System Descriptions
D. Hull Material Description
E. Weapon System Specifications.
F. Shielding system description.
G. Ship movement Rules.
H. Sensors
3. Combat -- Ship Interaction
A. Shields in Battle
B. Damage Control
C. Systems Failures: see Breakdown Roll
D. Emergency Manuvers
E. Exceeding Ship specifications
F. Ship Repair
G. Alert Protocols
H. Critical Hit tables Primary, secondary and Auxilliary
4. Ship Construction
5. Federation Characters
6. Federation Equipment
7. Spells vs Sensors
8. SpellJammer Rules Changes
1. UNIVERSE
How Spell Jammer and Star Trek Mesh.
The Galactic Barrier is the Crystal Sphere boundary between the Milky way
Galaxy and the Phlogiston. The phlogiston is a level of reality federation
scientists refer to as Hyper-Space. As Crystal Spheres become larger their
boundaries become more nebulous and more hazardous to cross. The rules in
effect within the sphere may contradict those at the barrier edge and so
various strange effects are possible.
The Milky-Space Sphere is unique in that it is possible through
manipulation of that universe's physics to open a portal from any location
in the sphere directly to the phlogiston through various Hyper-spatial
devices like Jump Drives and jump gates / stargates. The Phlogiston
immediately outside the sphere is strangly compressed against the barrier
allowing travel there to proceed much faster than light until a ship returns
to the galaxy via another portal device.
The Federation and other races make use of 'sub-space' a sub structure
common to all Crystal Spheres to travel at faster than light speeds within
the sphere.
Crossing the Milky-way's barrier without a portal device has several
effects on Psionic or high psionic potential individuals.
If an individual has a high esper rating roll% dice
01-97 Individual dies
98 Individual must make a system shock roll or Die;
Latent PSI is awakened... over the course of 2d10 days
his/her power will grow to = 1st level psionicist.
99 Roll system shock or die; Latent PSI awakened =1st
level psionicist Increases level by 1 every day for 1d10
days.
00 Roll System shock; Individual gains intelligence
if already 18 gain 1 point every day for 1d6+1 days.
PSI level 1 pscionist increase level by 1 for 1d10 days;
after this gain 1 level and 10psp every day for 2d10 days.
Character must save vs wisdom every day or Alignment will
shift towards neutral evil.
This Galactic Barrier is what is left of the Milky Way & Andromeda's
crystal sphere. A Galaxy slowly drops from Hyperspace into its own
self-contained universe. Special modifications or jump gate portals must be
made to cross the barrier without damaging electronic, or transtator
technology. Helm Technology must make a save vs Crushing blow at +5 to
continue functioning. See TOS pilot episode "Where No Man has Gone Before"
for more information on some of the barrier's effects.
It (the barrier) does not register mass or energy yet it is visible and an
unprepared ship will sustain 1d4 critical hits while it remains in contact
with the barrier, The ship must also make a breakdown roll with failure
indicating one or more systems are severely damaged.
The ship must maintain a speed of SR3(Warp3) for 6 rounds to successfully
breach the barrier into the phlogiston and the Flow.
2. Federation Ships
A. Every Ship Class will be assigned specifications for safe operation
B. Power Systems
1. Warp Power
Power Generated by Warp Engines may be used for
any purpose on the ship, except Impulse Speed Manuvers and speed
changes.
2. Impulse Power
Impulse power may not be used for Warp manuvering
while the warp core is on-line but may be used for all other ship
functions unless the system forbids it.
Engineering can attempt to run the warp mnacelles
on EPS from Impulse engines in an emergency.
3. Emergency Power and Auxillary Batteries
Emergency power may be used for any purpose
including warp and/or impulse manuvers if those systems remain
online.
C. Auxilliary Systems
1. SIF/IDF
Under Normal conditions these systems do not need to
be managed. However, A ship captain may need to rely on these
systems in the event of extreme situations.
SIF : This System is used to hold a ship together, if it is
off-line any manuever causes a critical hit. The computer
will alert the captain and overide these manuvers
automatically if it is on-line. The captain may order
emergency manuvers shutting down this computer function.
This system may also be used as an auxillary shield
system holding a wounded ship together. This costs 1 energy
point for every 5 hull points maintained. Energy used this
way is automatically reassigned until repairs are made or the
system is shutdown. That is spending 4 points of energy
reduces a players pool by 4 points for subsequent combat
rounds.
A ship that depends upon SIF to hold it together must
make a "Breakdown roll" if it exceeds 1/4 of any ship
specification. This system may also be used offensively
giving a +1 per energy to saves against crashes, this gives
brave captains a usable ram. While the ram is maintained
energy may not be added to the system. In other words this
system can be used offensively, defensively or left to
automatic management(normal stresses).
IDF: If this System goes offline the present course
and speed must be maintained to avoid killing the crew.
Manuvers require the crew to save vs death magic or Die.
Those that save receive maximum falling damage.(There are
3 backups on destroyers, 5 on cruisers and carriers and 6 on
battle ships, smaller vessels have one generator).
2. Life support:
There are two days of air on most starfleet vessels,
however if it is not circulated a given room will use up
its oxygen in 1d6 turns.
While Life support is on-line air is automatically
scrubbed and refreshed and circulated.
3. Communications
Subspace Communications cannot pass thru a crystal
sphere but communication is possible out in phlogiston and
across the "Hyperspace Interface"
4. Command/control
If command control center is knocked out the ship
cannot take any action until an alternate control system is
established. Control centers include: Bridge,
Auxillary Control, and Main Engineering. Other computer
systems can be used but require an engineering team to make
it available.
5. Navigation
Without this system the ship requires a navigator to
make periodic observations to make any course changes
correctly.
6. Environmental Control:
This system controls the gravity, temperature and
humidity aboard ship. This system has numerous backups,
with each loss assign a 10% chance (cumulative) of random
changes to onboard "weather". Total failure results in
zero-G and temp and humidity aproaching that of surrounding
space.
7. Thrusters :
This is an auxilliary propulsion system speeds range
from a few yards/sec to hundreds of miles per hour. For game
purposes this system gives a ship an SR1 (tactical) MC D.
The system can be used for up to a two weeks at
full burn it is fueled by watervapor jetted through the
thruster nozzles.
8. Nav Shields: This system makes a federation ship almost
invunerable to most jettison and other light debris fields.
Ship debris, and Asteroid fields still pose a danger if the
captain is a thoughtless or desperate person.
9. Computer Core-- If this system goes down the ship will
require 2/3 maximum complement to perform properly, Weapons
locks are impossible, Library functions gone, in addition
random malfunctions may occur unpredictably over the ship as
program routines crash trying to access files. All turbolifts
will be off line increasing movement time between decks.
Most security features such as Intruder Alert, and PHASER
Alert(Star TRek VI) and any other security scan implemented
using internal sensors will not function until or unless
Engineering or Science personnel come up with something.
10. Power Conduits -- Affected decks must use auxillary power
or lose life support, environmental control, and IDF
functions in 1 turn. Each conduit takes an engineering team
1 round repair and 1d8 rounds to re-route. Only severly
damaged conduits will require on-site attention to re-route.
D. Hull Materials: Duranium is identical in properties to Admantium,
the two metals will bond with welds. Iron and steel do not weld well to
admantium.
E. Weapon Systems
-------------------------------------------------------------------------------
Crit HP Hitpoint FR E PB(x2) S M(-2) L(-5) EL(-8) SPD R
-------------------------------------------------------------------------------
Ph-1 17 3d10 30-100 1/1 2/1 <3 5 8 12 35 - -
Ph-2 18 3d10 30-100 1/1 2/1 <1 5 8 10 12 - -
Ph-3 18 2d10 20-200 1/1 2/1 1 1 2 3 5 - -
Ph-4(Bases) 17 6d10 40-400 1/2 4/1 1 1 2 4 8 - -
Ph-G 17 3d10 30-100 4/1 6/2 <3 5 8 12 35 - -
PH1-Array 17 6d10/shots fired12/1 12/1 <3 6 10 20 40 - -
Ph2-G 17 2d8*2d10 40-1600 1/2 20/5 <3 8 12 12 30 - -
Disr 16 4d10 40-100 1/1 3/1 <3 8 12 15 40 - -
Ph-Disr 15 5d10 50-100 1/1 4/1 <4 8 12 20 40 - -
P-torp 18 50 500 1/2 2/1 - 8 15 20 50 4 3
Pl-torp 14 80 800 1/3 10/1 1 4 6 8(1/2) 10(1/4) 9 3
P-torp MKII 18 50 800 1/2 3/1 - 12 15 25 40 8 3
QTorp 17 150 1500 1/2 9/1 - 10 12 16 30 4 6
Laser-I 19 2-5 20-50 1/1 1/1 <1 3 5 10 10 - -
Laser-II 18 1d10 10-100 1/1 2/1 <1 4 6 10 12 - -
Laser-III 18 3d6 30-180 1/1 3/1 <2 5 8 10 12 - -
Laser-IV 18 2d10 10-200 1/1 4/1 <3 5 8 10 20 - -
NclrMsl(1MT) 19 25 250 1/3 2/0 - 5 6 8 10 2 ?
C-Missle 18 2d8 20-160 1/1 1/0 - 3 8 12 15 2 2
Nclr pellet 17 10 100 1/1 3/2 - 2 5 8 8 - 1
cannon
10MM 19 2-5 20-50 1/1 1/0 <1 2 3 4 8 - 1
20MM 18 2d4 20-80 1/2 1/0 <1 3 4 5 8 - 1
30MM 17 2d6 20-120 1/3 1/0 <1 3 5 6 9 - 1
With the exception of torpedoes and missiles damage inflicted by long-range
and extreme-range hits inflict only 1/2 and 1/4 normal damage.
Explanation of the Table
Crit -- The Roll required to cause a critical hit against an opponent.
HP -- Damage in Hull Points to an opposing ship
Hitpoints --- What happens if an individual is unfortunate enough to be
struck directly by one of these weapons.
FR -- Firing rate of the weapon
E -- Energy requirements the first number is how much is required
to have the weapon ready and the second is energy required to fire.
PB -- Point Blank range this range is a +2 to hit and many tech weapons
inflict 2x normal damage exceptions are missiles and torpedoes
S,M,L --- Short Medium and Long ranges in Hex Spaces. 1 Hex = 10 kilometers
SPD --#hexes weapon may move in one round.
R -- Min safe distance (1/2 damage per hex distant until limit)
eg Photon torpedo damage decreses from point of impact
like this 50, 25,12,6.
F. Shields
Shields are Tech's answer to the Wall of Force and are in fact more or
less the same as that spell. The differences being that they can
eventually be battered down and can stand up to some things that would
bring a wall of force down instantly.
Shields are classified by number and letter. The letters are
strength multipliers A=x1 B=x2 C=x3. The number indicates the shield
level. Each shield level gives a ship protection equivalent to
10HP*(ClassLevel) damage.
For example a class 8A shield (The most common TOS shield type)
protects against 80HP of damage while a class 8C shield will
absorb 240HP of damage (Most TNG class shields are at this level
though some are probably 12B shields for smaller ships; the
Defiant has 8C level shields)
There are six shield generators on most vessels, some TNG and TOS
ships had Auxillary shields in the hull to allow the outer deck areas
to be used as armor. Once a shield has taken damage shieldpoints can
be restored by redistributing from other shields or assigning an
engineering team to maintain shields.
If assigned an engineering team can restore 1 shield level every round
the ship avoids being hit.
Should a shield generator be taken out others can compensate for it.
If a Generator is compensating for other generators that are down it
must make a breakdown roll for each generator it replaces; an additional
roll is also required if it exceeds its stated capacity. For example
one 8A generator that is functioning for itself and one out of commision
generator can maintain level 4A shields safely on both shield fronts
but must make one breakdown roll because of the extra strain. If that
generator was maintaining level 8A shields on both shields it has exceeded
its design specs by 2 times and so must make 3 breakdown checks to remain
functional. In addition if these shields are hit a breakdown roll is also
required after damage is absorbed.
If a shield is taken out completely the generator must make a
breakdown roll.
NOTE: Shields DO NOT PREVENT critical hits or damage inflicted from
the critical hit roll.
G. Movement
For the most part, SR for Trek type ships is equal warp the ship
is currently travelling or Impulse Speed for sublight travel, thrusters
are always SR1 Tactical speed only.
Each round the ship captain selects one of several
configurations for his ship which reflect energy output. These are
written out on an index card ahead of time and can only be changed at
the start of the next round. If the computer is down or if the
captain so elects he may allocate energy by hand. SR = to amount of
energy used for warp propulsion or if at tactical speeds amount of
impulse energy used for propulsion.
Accelleration and deceleration costs 1 energy point as per the
MC chart in the SpellJammer source book.
H. Sensors
Not sure how to handle these yet... We have worked out a general idea
of what active and passive sensors can detect same with internal
sensors. I need ideas here
3. Combat
A. Shield Points -- See Shields
B. Damage Control
About a third of most crews are members of Engineering.
Engineering teams are made up of 5 people each. PC Engineers
and Head engineers may act as a team by themselves.
Two Teams working together or a Head Engineer with a team can
cut normal repair time in half.
In emergencies Damage control teams can be made up of 1 engineer
and 4 personnel from other departments. These teams can stabalize
systems and put out fires re-route power systems at twice normal time
periods. Actual repairs proceed at 4 times normal time periods.
C. Systems Failures: see Breakdown Roll
D. Emergency Manuvers
1. High Energy Turn
A High energy turn is performed in emergencies and
allows a ship to temporarily improve its manuveability class
to MC:A . This however comes at at a cost. First there must
be a number of unallocated energy units = to the current speed
of the ship + the number of hexes turned (3 in 2d games..
havn't playtested in 3d yet) at this point the SR is reduced
to 0 but if energy still remains (warp energy only! assuming
we're performing warp manuvers) may accelerate normally at
energy point cost =SR points on the SpellJammer MC chart.
2. Evasive Manuvers
No Handle on this yet... players seem to think it should
apply to missiles that take more than a round to hit and
any extreme-range attack.
Another possibility is the helmsman's skill can be rolled and
if successful decreases AR by 1.
Problem How do we differentiate (Evasive pattern Alpha and
delta?)
3. Warp Core Jettison
This never works in the shows or the movies. To keep the
flavor but still retain the system if a captain orders warp core dump and
the computer is still on-line have an engineer make a roll at difficult
level (1/2 engineering skill) if the computer is offline have him make a
roll at extremely difficult (1/4 engineering skill).
*** Voyager successfully ejected its warp core but it seems there
was no actual danger at the time. The automatic System still did
not function, the core was ejected manually.
4. Saucer Separation
Yes ST:TOS ships can do this too! They just never got around to
doing it for the series. Most Federation saucers have impulse engines only
(SR = 2-5 tactical speeds only) MC:F This manuver takes 2 rounds to perform
and if the engineering hull is being abandoned 1 additional round per
hundred crew to get them aboard the saucer. TOS Enterprise would take
6 rounds. TNG crews have faster turbo lifts so for every 300 add 1 roun.
Saucers usually have Three of the SIF/IDF generators two shield generators
which will compensate for 1 additional generator each to form a complete
shield. 75% of Computer functions will be down, essential function only
remain.
5. Warp Nacelle Jettison
An alternative to saucer seperation, but more dangerous as well
see Warp Core jettison.
6. Abandon ship
A ship typically can be abandoned in 1 round per 100 crew
All available shuttles + emergency pods located at strategic areas.
Note the Federation drastically improved emergency transportation
with the advent of the Ambassador class (c 2320?) and refits on the
remaining TOS class vessels Miranda and Excelsior Classes.
7. Self-Destruct:
Self Destruct requires a functioning computer to be executed
anywhere except main engineering. Three senior officer's approval
are needed. Presumably the ship keeps tabs on who is
incapacititated missing etc hence the computer requirement.
If the computer is down the destruct sequence may be started by
the captain alone who knows all the cyphers required... there is an
interlock that prevents use while the Main computer is on-line.
I am sure that a hack or engineer could in theory activate this
system but how long would it take?
If the computer is on-line it begins a verbal countdown at
intervals decided by the captain when the destruct is activated.
0-10% of the ship would be salvageble.... in the unlikely event
someone is trapped on board there is a microscopic chance of
surviving the self destruct.
How to survive a self destruct
#1 Get as close to the peripheral as possible and as far from
explosives as possible, forward middle decks bridge, astrogation are good
choices.
#2 Be wearing as much armor/thermal protection as you can
#3 Now you need lots of luck
A) 5% or more othe ship must be intact i.e. salvageable
b) Initial Explosion -- Save vs Death -5
C) Thermal Wave --Save vs Dragon Breath -5
D) Explosive decompression -- Save vs Petrification
E) Warp Core and fuel Dump Explosion Save vs Death -10
Now If you survive all this you are now officially at death's
door and require medical attention within 1 turn or you have died.
NOTE: TOS medical labratories have 1% chance per level of Doctor
of recovering patients that have reached -10 hp.
TNG medical Labs have a 1% for EMH programs and 4%/level for
doctors.
Double these for specialized hospitals or hospital ships.
E. Exceeding Specifications
1. The Breakdown roll
Each Starship has a breakdown rating. This is checked when
a player does something that strains a system past design
specifications.
A d6 is rolled and compared to the BDR if the roll is in the range
something bad has happened. The system may be down or destroyed.
Alternatively the ship tries to compensate for the strain and
if breakdown occurs it results in a critical hit being inflicted upon
the vessel.
F. Repair
1. Hull and Structural Material
Each Engineering team can repair 1 Hull point per day with
sufficient materials. Duranium can be fabricated by mining iron
asteroids at the rate of 10HP/Week per geological team.
2. Ship Systems
Auxilliary systems require an engineering roll(1/2) to repair.
1 roll per day per system. add +1 per engineering team, add +2
if the Chief engineer is working on it and add +1 per day of repair.
In an emergency, function can be restored by jury-rigging the
damaged component. In this case time is reduced to rounds or turns
but funtion is affected.
Rounds ... System functions at 1/2 or lower efficiency,
1/2 or slower speed 1/2 whatever. If it took more than 10
rounds to jury-rig use turns instead.
Breakdown roll for system is at -2
Turns ... system functions at nominal performance but
extreme range or demand for high performance use
breakdown roll at -1 to determine proper functioning.
Primary Systems -- Requires the Chief engineer and two engineering
teams with the same rules as above except one roll is
permitted per week at normal engineering skill and +1 per engineering team
over two only.
Jurry-rigging primary systems
These systems are difficult to patch and repair
requiring checks at 1/4 normal and manpower requirement of
three engineering teams + the chief engineer to do so.
Repair Times:
Turns -- 1/8 normal specifications
system breakdown rating 2-6
Hours -- 1/4 normal specifications
system breakdown rating -1
Days -- 1/2 normal specs
system breakdown rating normal
All jury rigged systems make a daily breakdown roll to continue
functioning. "She cant take much more o' this cap'n!!!"
Primary systems: Warp, Impulse, Shields, Weapons
3. In low Tech environments
Availability of materials is the principle concern here.
4. Dry dock
A space dock facility halves the time to repair all systems.
G. Alert Protocols
1. Red Alert
2. Yellow Alert
3. Battle Stations
4. General Quarters
5. Intruder Alert
6. Phaser Alert
7. Threat CON I-- Security Personnel Only
8. Threat Con II
9. Threat Con III
10. Security Breach
H. Tech Ship Critical Hits
Critical hit Table
--------------------
1 Loss 5 hull points
2 Roll 1d6 1-3 Deck crew Casualty 4-5 Aux System 6 crit hit twice
more
3 Auxilliary system damaged
4 Ship Shaken
5 Roll 1d6 1-3 Large weapon damaged, 4-6 Auxillary system damaged
6 Crew Casuality
7 Hull Holed +Crew Casualty
8 Manuverability loss
9 loss 10 hull points
10 Ship Shaken
11 Fire, Breakdown check for environmental systems
12 Max safe Warp spec at -1
13 Crew Casualty
14 Large weapon damaged
15 Ship Shaken
16 Hull Holed
17 Manuverability loss
18 loss 10 hull points
19 Max safe warp -1
20 Roll d6 1-4 Warp offline
5-6 Warp core Breach (1d10 rounds)
(Ships with Warp offline can only use impulse and
Aux and batteries for power)
Auxillary system
---------------------------
1 SIF/IDF Failure (1 generator)
2-3 Computer Core
4 Environmental Control
5 Navigation
6 Communications (External)
7 Communications (Internal)
8-12 Power Conduit Random Deck.
13 Thruster
14 Nav Shields
15 Computer Core
16-18 Life Support
19 Command/control
20 SIF/IDF (1 generator)
4. Ship Specifications
Hullpoints
Hull points For Technological Ships/ SpellJammer Ships [ Preliminary Ruling]
Size Crew(typical) Base Hull Points
---------
1 Fighters 1-2 2
2 Scout/Assualt Shuttle 4-30 30
3 Frigate 50-100 50
3 Destroyer/Minelayers 100-200 60
3 Light Cruiser 200-300 140
5 Heavy Cruiser 300-400 180
*5 Carrier 300-400 170
6 Battle Cruiser 350-400 200
10 Battleship 400-500 300
10 Dreadnought 600-800 400
15 Super Dreadnought 800-2000 500
20 Behemoth 2000-6000 600
21 Ship Of the Wall 6000-10000 800
22 Leviathan 10000+ 1200
MODIFICATIONS
MATERIALS
----------------------------------
Crystal x.3
Suspended wood x.6
Thick Wood x.3
Thin Wood x.15
Iron x.6
Leather x.15
Bone x.22
Aluminum/Composite x.5
Steel x.75
TITANIUM,Minthril NO MODIFIER
TRITANIUM X 1.25
DURANIUM, Admantium X 1.5
ARMOR
--------
LIGHT X 1.2
MEDIUM X 1.5
HEAVY X 2
SIF/IDF
--------------------------------------------------
1 Generator +5
2 generators +25 /GENERATOR
3+ generators +50 /generator
Major Helm +HP diff for standard ship
Minor Helm + 1/2 diff for standard ship.
Examples:
USS MACHIAVELLI
Destroyer 60 HP MADE OF TRITANIUM = 75 +medium armor = 112 + 3 SIF = 262HP
USS Defiant
Frigate 50hp made of duranium = 75 +Heavy Armor =150 + 3 sif = 300HP
USS Enterprise 1701
Heavy Cruiser 180HP made of Tritanium = 225 +med Armor =337 + 5 sif = 587HP
USS Enterprise 1701-D
Super Dreadnought 500Hp of duranium =750 +Med Armor =1125 + 15 SIF = 1875Hp
Klingon D-7
BattleCruiser of Titanium = 200 + Med armor = 300 + 6 SIF = 600 HP
F-14 Atmospheric
Fighter 2hp of Aluminum/composite = 1 + no armor + no SIF = 1HP
Attack Fighter PF-18 (Orbital/atmospheric) Federation fighter
Fighter 2hp of titanium = 2hp +no armor + 1 SIF = 7HP
USS Columbia Space Shuttle
Scout 30hp of Aluminum/Composite = 15HP + Light Armor + No SIF = 18HP
Hammership
Frigate of 50HP Thick wood = 15HP + no armor + Minor Helm = 38HP
+ Major Helm = 60HP
MindSpider
Frigate of 50Hp Steel =37 +no armor + Minor Helm = 39HP
+ Major Helm = 40HP
BattleStar Galactica
Battle Cruiser/Carrier of Titanium = 200 + HEAVY ARMOR+ 3SIF = 550HP
Note most TOS ships are 2 to 3 times larger than most Spelljamming
vessels. TNG ships may be from 2 to 8 times as large as the Spell Jamming
ships.
A. Saladin Class Destroyer
TOS Ship Crew: 100/200 (Most average about 180)
MC : C AR: 0 HP:262 Shields: 8A Energy: 20w,2i,2bat,1aux
Breakdown Rating: 3-6 Thaco 16
Weapons:
6 PH-1, Arcs: 1rp,2p,4fp,6f,4fs,2s,1rs
2 P-torp Arcs 2f
Max Safe Warp: 8
3 SIF/IDF
Config A Cruising
Shields: Down Warp. 6
Weapons: Offline
Energy : 14 w 2 i 2 bat 1 aux
Config B Battle
weapons:
4 Phasers Ready , 6 ready
Photons Charging, 2 ready
Shields: 4A,8A Warp 8
Energy :Round 1 0w 0i 0bat 1 Aux
Round 2 4w 0i 2bat 1 Aux
Config C Patrol
Weapons 2 phasers ready
2 Torps ready
Shields : 4A Warp 6
Energy Round 1 0w 0i 2bat 1 Aux
2 10w 2i 2 bat 1 Aux
B. Nelson Class Destroyer
C. Light Cruiser
D. Constitution Class
TOS Ship Crew 150/600 Avg Crew 400
MC: B AR: 0 HP 587 Shields: 12A Energy: 35w,5i,4bat, 2 Aux
Breakdown rating: 5-6 Thaco: 14
Weapons:
8 PH-1
2 P-Torp
Max safe warp : 8
SIF/IDF : 5 generators
E. Nimitz Class Carrier
F. Federation Fighters
1. Viper
2. Recluse
3. Bonaparte
4. Armed Shuttle
G. D5 Battle Cruiser(Klingon)
H. D3 Raider (Klingon)
I. D7 Command Battle Cruiser
J. D7 Battle cruiser
K. D6 "Boat Anchor" Tactical Cruiser
L. B10 Battle Ship
M. Klingon Fighters
1. Dagger
2. Avenger
5. Federation Characters
A. Ability Scores.
Generate Ability scores as per Players Handbook.
B. Races
Human No adj Normal % Wld Talent
Andorian +2 Str, +1 Con, -4 Wis +2% wild talent
Caitian -1 Con +4 Dex +1 Cha -2 Wis Normal % Wild Talent
Tellarite +1 Str +1 Con -1 Wis -1 Cha -2% for Wild Talent
Vulcan +4 Str +2 Con +2 Int -8 Cha Automatic Wild Talent
Ability scores may exceed 18 in increments of +10%, Vulcans may
exceed 18/00 strength to a maximum of 19.3. Catians may have DEx up to 22.
Minimum Ability is 3 in any attribute. Vulcans retain unmodified CHA scores
for interaction with themselves or any other logic motivated Being.
Humans -- Tend to want to be diplomatic, they are explorers. Those in
starfleet are perhaps those with the most curiosity putting their lives in
jeopardy for the sake of exploration and new knowledge. Humans of
Federation tend to be lawful but may follow any alignment.
Humans may be any Class except Paladin,Ranger,Mage,Cleric. Human
psionicists must accept a -4 cha penalty because they must go to Vulcan and
learn the mental disciplines taught there which tend to make them more
reserved and 'logical'.
Andorian -- Tall, Slender blueskinned folk these people are descended
from folk that specialized in stealth and assassination until their recent
joining of the federation. Most carry at least a ceremonial dagger with
them at all times. They also have a proud tradition of military warriors.
Their warfare however has always been waged with concern for the ecological
consequences.
Andorians have developed a resistance to poisons of many types
and possess resistance like Dwarves to all poisons. Andorians have
developed the ability to move stealthily, when alone or with other
Andorians,elves or halflings and not in metal armor they gain the same +4 to
surprise as Elves do.
Andorian Antenae are extremely sensitive to vibration and
temperature as well as sound and so treat as if they possess infravision
30' and treat all individuals as having hearing twice as sensitive as other
races.
Andorians may be Soldiers, Tradesmen, Scientists, Thieves.
Caitians -- Caitians are one of few races in the Federation that has
never warred upon itself. As a consequence they have acquired deep
religious and emotional ties to their ancestors. The rituals are said to be
real but Federation scientists have not been permitted to observe because
they had no common ancestor.
In the past Caitians were hunters but now most (95%) are vegetarian.
Racial abilities are similar to both the rakasta and the tabaxi the
player should review these and choose which type they wish to portray.
Classes Available: Soldier, Scientist, Tradesman, Cleric (ADND Type), or
Paladin.
Tellarites -- Very strong resemblence to some species of Orcs. They
tend to be arrogant, suspicious and brash. Those who trust or give in
easily are considered fools. They also enjoy eating and drinking and will
do so at any opportunity. Tellarites have a strong sense of smell and
Hearing treat as if they have traits of acute smell and hearing, but are
often nearsighted. Because of their large fat deposits tellarites recieve a
+2 to saves vs poisons. Tellarites may also go twice as long as other races
without food or water.
Vulcans -- BAsically the Elves of the federation. The swore off the
traditions of indulgence after planetary warfare nearly destroyed them and
the limited natural resources of their planet . They developed a very
stringent code of conduct based solely on logic. As such Vulcans are
percieved as difficult, obnoxious and concerned with odd things by other
races; even humans with whom they get along with them best. They have
developed a society of pacifists who abhor physical violence. They retain
training in ancient weapons and ceremonies which are the only remnants of
their ancient Warrior tradition and they serve as a reminder of the past and
as a warning. Violence may be condoned in certain situations but is never
sought after or celebrated.
The rigors of a heavy gravity, thin Atmosphere planet have
produced a strong individual. Vulcans must face the wilderness alone for
two weeks when they reach 12 terran years of age where the must face fierce
predators and scarce resources. Many die but those that survive have learned
how to rely on themselves and use their environment's resources.
Vulcans do not possess infravision like other elves instead they
possess a resistance to very bright light (light spell will not blind them)
operating at -2 to hit in conditions that would blind other races
permanently. They automatically possess the wild talents of telepathy and
at least one defence mode plus contact and mindlink. Mindlink must occur
with nontelepaths by physical touch.
Vulcans must be of lawful alignment due to their adherence to
strict logic. If a Vulcan character shifts alignment away from a careful
approach to life and self control.. roll against his wisdom score once a
week and whenever under stress to see if his mental balance remains stable.
Vulcans will become very distressed, agressive and passive in an
unpredictable pattern (roll once each day as if the character was affected
by the spell confusion). The DM should inform the character that he is aware
of a flaw in his logic. This can be fatal if medical treatment is not
employed to stabalize the situation. Psychic surgery can remove the
insanity but cannot remove the need for order from a vulcan's mind.
Vulcans retain a 30% resistance to sleep producing effects including phasers
on light or normal stun. They also may detect Secret doors as elves do just
by being in thier vicinity. Vulcans automatically start with proficiencies
of survival(Desert), Weather Sense(Desert), Engineering (Primitive) and
observation.
Vulcans , may not be soldiers but may be Scientists, Tradesmen or
Psionicists.
C. Classes
1. Kits.
2. Proficiencies.
3. Weapon Skills.
4. Basic Training.
6. Equipment
A. Medical
B. Weapons (TOS)
Mag DMG Rcl Power ROF Range
Phaser I 10 1. Sleep 1 1/3 2 1 2 3
2. 1-4, sleep 1 1/2 2 1 2 3
3. 1-10 3 1 3 2 5 9
4. 2d8 5 4 3 3 7 10
5. Disintegerate, save for 4d6 8 8 3 1 2 3
6. Overload 1d6/2 charges 10'Radius /5charges remaining
60 second delay. (2o'Radius 5d6 explosion Phaser I fully
charged)
Phaser II as above mag of 20 +2 all Ranges
Phaser Rifle as above mag 35 double ranges
C. Armor
Combat personal force screen AC 4 Charges 5 10hp/charge vs
energy weapons only, disintegrate settings will bring
this screen down instantly. Protects against Heat,
Radiation or other Em DE weapon.
D. Misc
7. Spell Effects and Star fleet sensors.
Illusions in general. -- Illusions cast to fool the starship will
generally fail because the ship's sensors will report the absolute truth.
This could be circumvented in two ways, either the illusions must give
false information on all factors the ship currently measures or a
knowledgable mage could make false or useless displays on computer
consoles. Note : These Descriptions assume active sensor mode unless
otherwise stated.
Invisibility -- Masks Visual spectrum only... Life sign scans, radar, sonar
will reveal the creature that is hidden though not well enough to escape
a -2 to hit.
Improved Invisibility --as above
Veil -- The Arcane version of the cloaking device, only very careful active
scans (character at console must make an observation roll to recognize
anomolies in the scan) will reveal the object hidden. Movement under
power by a Helm may (10% per SR used) give away a ship that is hiding.
While this spell operates treat it as a cloaking device.
Disintegrate -- The fantasy disruptor, this registers as a disruptor
discharge to sensors and is powerful enough to cause the folding of up to
level 2C shields(This means all level 2 shields only 2A- 2C are nullified
by the spell)
Wall of Force -- treat as level 2C shields to Energy Weapons
8. SPell Jammer Rules Modifications
1. The Helm
Under these rules Spelljammer speeds are equivalent to
warp factors. Tactical speeds are arbitrarily equivalent to impulse
speeds.
Helm Functions:
Active (Requires Helmsman)
Is Functionality
Warp Functionality
Full Nav Deflector operation
Passive (Operate when properly installed indefinately)
SIF/IDF
Gravity generation
Atmospheric Retension (low level shields/stasis field)
Helms function normally most of the time and 90% shutdown if there
is a malfunction/damaged component. Helms Magically register on Arcane Helm
trackers as red blinking image. An Arcane may stop by if it is in his sales
area.
2. Weapons
While a helm is operating it allows weapons to be transported at
speed sufficient to be delivered at the appropriate ranges.
Standard hex distances have been doubled or quadrupled i.e. 1 hex =
1km or 4km depending on approach distances SR and weapon ranges
expand to cover these hex differences. (We haven't decided which
scale to use yet and one player wants a 10km hex.) The Ships SR
rating with the current helmsman is added to damage inflicted by
weapons fitted with a 'point helm'.
3. Tactical and Spelljamming Speeds
Tactical speed is no longer forced on a Spell Jamming vessel unless
it is in the vicinity of a large gravity well. Outside orbital areas
Spelljamming manuvers can occur at spell jamming speeds because of the
IDF effect of an active helm. In effect a pilot of a SpellJammer can
elect Warp Speed or impulse speed.
Tactical speeds % C AU/day Atmosphere
SR 1, .1 Is 4*10^6 MPH .6 1 17MPH
SR 2, .2 Is 8*10^6 MPH 1 2 34MPH
SR 3, .3 Is 1.6 *10^7 MPH 2 4 68MPH
SR 4, .4 Is 3.2 *10^7 MPH 4 8 85MPH
SR 5, .5 Is 6.4 *10^7 MPH 9 16 102MPH
SR 6, .6 Is 1.28*10^8 MPH 20 32 119MPH
SR 7, .7 Is 2.56*10^8 MPH 40 64 136MPH
SR 8, .8 Is 5.12*10^8 MPH 80 128 153MPH
SR 9, .9 Is 5.8 * 10^8MPH 90 151 170MPH
SR 10, Is 6.47* 10^8MPH 99.9 169 187MPH
SR 11 " " " 204MPH
SR 12 " " " 221MPH
Additional SR adds 17MPH to Atmospheric speeds
relativistic effects ST = 1:3 at SR8
1:5 at SR9
1:10 at SR10
Apparent Speed Au/Day(Shiptime)
SR8 384
SR9 755
SR10 1690
Warp x C Au/day LY/Day 1LY years
SR1,Warp 1 1 169 .002 1 year
SR2,Warp 2 4 676 .008 90 days
SR3,Warp 3 9 1521 .018 40 days
SR4,Warp 4 16 2704 .032 22 days
SR5,Warp 5 25 4225 .050 14 days
SR6,Warp 6 36 6084 .072 10 days
SR7,Warp 7 49 8281 .098 7 days
SR8,Warp 8 64 10861 .128 6 days
SR9,Warp 9 81 13689 .162 4.5 days
SR10,Warp 10 100 16900 .2 3.6 days
VIII New Spell Jammer Ships
1. Gnomish Carrier
2. Gnomish Wringer Fighter
3. Beholder Terror Class
4. Beholder Interceptor
5. Beholder Fighter
6. Beholder Hive Ship
7. Beholder Wasp
8. Beholder Bee
9. Beholder Hornet
10. Beholder Render
IX The Starship Machiavelli
Saladin Class (modified)